- Kyfwana
- Registered Member
-
Member for 13 years, 11 months, and 15 days
Last active Sun, Oct, 4 2015 11:37:48
- 0 Followers
- 159 Total Posts
- 21 Thanks
-
Mar 10, 2015Kyfwana posted a message on Minecraft for the Hearing Impaired?No wonder they never get anything done. Always sidetracked with random features nobody asked for.Posted in: News
-
Jul 2, 2014Kyfwana posted a message on Snapshot 14w27a is Now Ready for Hopping!Rabbits?? Why not add something that players have been wanting for years, instead of something that makes no difference.Posted in: News
-
Jan 26, 2014Kyfwana posted a message on Snapshot 14w04a Ready for Testing!Posted in: News
Restone devices often have to be small enough to fit between existing structures or terrain features. I think owing to the fact that they are usually an afterthought or because aesthetics take a higher priority than making room for bulky redstone devices.Quote from JuniperMelody
I'm going to attempt to explain why redstone isn't smaller than it is. Simply, because this is a block game and the original premise was that a block could be any one thing; and how two adjacent blocks interact is purely a set of hard-coded rules.
Your suggestion to player-control how adjacent blocks interact would require imbuing blocks with a host of attributes or settings to define their behavior. Now the state of the world isn't just about the blocks, it's also very much about all the settings of the block that have been set just so.
I haven't shown that your idea is impossible or even impractical. But I think your idea would require a different vision of Minecraft.
In the end, making everything in the world smaller is just like making the player bigger; and there's really no point in that.
I have a pretty good system for controlling redstone junctions. Only 3 bits are needed to define all possible junctions. Anyway, it's pretty simple. First, redstone automatically forms a junction with the previous block you placed, assuming they are right next to each other. In order to create new junctions, or destroy them, equip some kind of a wand. With the wand, left click on one block, right click on an adjacent block, and bam, you've just created/removed a junction between them. That's it., now you can have redstone wires that are directly adjacent without necessarily connecting, and can create vertical circuits as well. -
Jan 26, 2014Kyfwana posted a message on Snapshot 14w04a Ready for Testing!So the new villager AI is nothing more than pointless wheat harvesting? Why not make them do something interesting or actually useful? They could at least defend themselves against mobs and hostile players. Why not make them recruitable? I could use some body guards and sentries, especially in multiplayer to help protect against griefers while I'm away from my base or offline. Or why not make a miner class that you can hire to work in your mine? I want to see things added to the game that actually have some kind of impact on the game. No more pointless almost totally cosmetic changes.Posted in: News
And someone please retool redstone so it is easier to work with. It could take up 1/4 the volume and be 2000x times easier to work with if you could build circuits vertically or control how junctions are formed between adjacent redstone lines. And craftbook's Integrated circuits have proven so incredibly useful for me that it boarders on insanity the idea that anyone would bother to make anything redstone related without them. What am I going to do with redstone emitting item frames? Nothing. And I can't believe they don't spend their effort addressing the more obvious problems with redstone. - To post a comment, please login.
0
0
To everyone else, if you were to try to sell the idea of minecraft to someone who's never heard of it, how would you describe it?
It would be best if these descriptions were to focus on the multiplyaer aspect of the game, but anything will do.
0
? So make it 17. Last I checked, the brightness of video game sunlight was totally arbitrary.
0
0
0
:smile.gif:
2
I believe that no matter where you stop in either the branch mine or the straight tunnel, the total distance traveled to dig the mine and return to the origin will be the same. Since there is (usually) no reason to return to the end of the straight tunnel after making a drop-off, it eliminates the disadvantage you would have if you were to travel the extra distance to get back there. The only scenario in which this wouldn't be true is when your inventory became full or your pick breaks before you had finished mining ores that have already been exposed. So I guess it is possible that you might save a very little bit of time traveling while branch mining. Though I don't think it is enough to cancel out its other disadvantages.
Edit: Then I realized you can only start a new straight line tunnel in so many directions (4) before you will have to do something that resembles branch mining an awful lot. Maybe branch mining is inevitable to a certain degree, but they should be spaced far apart anyway.
Damn, two concessions in one post.
0
Also, it doesn't matter how long the branches are or how far they are spaced apart, the branch mine will never be as effective as digging a straight 2x1 tunnel, in terms of number of blocks exposed per number of blocks broken. Nor will it be superior in terms of travel distance (I'm pretty sure).
Another advantage of the straight line is that you don't have to plan it or make sure your branches are spaced properly (cuz there aren't any).
0
I haven't checked, but I think it would at least cancel out the advantage you get from digging straight down.
Also, Lava.
6
--------------
First of all, branch mining exposes fewer blocks than digging in a straight line for the same amount of effort made.
The reasons for this are 3 fold:
1) It doesn't matter if you miss blocks in one area as long as you have an equal chance of finding diamonds in another area. So you're not going to find *more* diamonds on average by making sure you don't miss diamonds in one area, when it is just as effective to look for diamonds in some other area.
2) With branch mines, you have closely spaced parallel tunnels and there is a risk of re-encountering an area you have previously excavated, this will therefore reduce the overall average number of blocks you newly expose per block you break.
3) With branch mines, at the junction between each branch and the main tunnel, you need to break blocks on a wall where the surfaces of as many as 4 blocks, which are adjacent to the blocks you're breaking, have already been exposed. This will slightly contribute further to an even lower ratio of exposed surfaces per broken block.
A 3-spaced branch mine is slightly more effective than a 2-space due to reason #2, above. A 4-space is even more effective. But an infinite space (straight line) mine is the best overall.
-------------------
Secondly, there is no advantage in way of travel distance with branch mines over straight lines. When people believe that branch mining confers a benefit in the way of reduced travel distances, they don't take into account the time needed to travel back up each branch after reaching its end.
OKAY... consider these scenarios...
Note: When counting the number of blocks exposed in each method, I didn't count the 4 blocks adjacent to the origin, because I considered them already exposed. In other words, I presume clearing the origin block was not part of the process.
A.) Consider this branch mine.
Note:
1) that 15 spaces of digging effort were made.
2) that 41 blocks were exposed during the digging, beyond the initial condition, and including the excavated blocks of the tunnel itself.
3) that if 1 return trip is made, 30 blocks need to be traversed in order to dig the mine and return to the origin. Remember: You have to count the distance you must travel to go back up each branch after reaching its end.
B.) Now consider this really long straight tunnel.
Note:
1) The same effort was expended building it. 15 spaces were dug.
2) 45 blocks were exposed beyond the initial conditions, and including the excavated blocks of the tunnel itself. That's 4 more blocks uncovered than the branch mine.
3) If you count the number of blocks that were traveled building the tunnel and returning to the origin, you will find that it was 30, which was the same distance we had to travel to build the branch mine and return to its origin.
Is there anything important that I've missed?
0
You expend effort digging a branch mine and digg 15 spaces...
Note:
1) that 15 spaces of digging effort were made.
2) that 41 blocks were exposed during the digging, beyond the initial condition, and including the excavated blocks of the tunnel itself.
3) that if 1 return trip is made, 30 blocks need to be traversed in order to dig the mine and return to the origin.
now if you consider this really long straight tunnel
Note:
1) The same effort was expended building it. 15 spaces were dug.
2) 45 blocks were exposed beyond the initial conditions, and including the excavated blocks of the tunnel itself. That's 4 more blocks uncovered than the branch mine.
3) If you count the number of blocks that were traveled building the tunnel and returning to the origin, you will find that it was 30, which was the same distance we had to travel to build the branch mine and return to its origin.
0
I'm not sure this is correct... EDIT: But I'm still working on the proof. RE-EDIT: You're not counting the blocks you travel going back up each branch! See my post farther down the page.
0
0
0